diff options
Diffstat (limited to 'src/maths')
-rw-r--r-- | src/maths/maths.h | 42 | ||||
-rw-r--r-- | src/maths/primitives.h | 160 |
2 files changed, 161 insertions, 41 deletions
diff --git a/src/maths/maths.h b/src/maths/maths.h index 6fa2f9b..1432581 100644 --- a/src/maths/maths.h +++ b/src/maths/maths.h @@ -132,6 +132,27 @@ static inline mat4 mat4_mult(mat4 lhs, mat4 rhs) { return out_matrix; } +static mat4 mat4_transposed(mat4 matrix) { + mat4 out_matrix = mat4_ident(); + out_matrix.data[0] = matrix.data[0]; + out_matrix.data[1] = matrix.data[4]; + out_matrix.data[2] = matrix.data[8]; + out_matrix.data[3] = matrix.data[12]; + out_matrix.data[4] = matrix.data[1]; + out_matrix.data[5] = matrix.data[5]; + out_matrix.data[6] = matrix.data[9]; + out_matrix.data[7] = matrix.data[13]; + out_matrix.data[8] = matrix.data[2]; + out_matrix.data[9] = matrix.data[6]; + out_matrix.data[10] = matrix.data[10]; + out_matrix.data[11] = matrix.data[14]; + out_matrix.data[12] = matrix.data[3]; + out_matrix.data[13] = matrix.data[7]; + out_matrix.data[14] = matrix.data[11]; + out_matrix.data[15] = matrix.data[15]; + return out_matrix; +} + #if defined(CEL_REND_BACKEND_VULKAN) /** @brief Creates a perspective projection matrix compatible with Vulkan */ static inline mat4 mat4_perspective(f32 fov_radians, f32 aspect_ratio, f32 near_clip, @@ -143,12 +164,31 @@ static inline mat4 mat4_perspective(f32 fov_radians, f32 aspect_ratio, f32 near_ mat4 out_matrix = { .data = { 0 } }; out_matrix.data[0] = 1.0f / (aspect_ratio * half_tan_fov); - out_matrix.data[5] = -1.0f / half_tan_fov; // Flip Y-axis for Vulkan + out_matrix.data[5] = 1.0f / half_tan_fov; // Flip Y-axis for Vulkan out_matrix.data[10] = -((far_clip + near_clip) / (far_clip - near_clip)); out_matrix.data[11] = -1.0f; out_matrix.data[14] = -((2.0f * far_clip * near_clip) / (far_clip - near_clip)); + // float half_tan_fov = tanf(fov_radians * 0.5); + // float k = far_clip / (far_clip - near_clip); + + // out_matrix.data[0] = 1.0f / (aspect_ratio * half_tan_fov); + // out_matrix.data[5] = 1.0f / half_tan_fov; + // out_matrix.data[10] = k; + // out_matrix.data[11] = -1.0; + // out_matrix.data[14] = -1.0 * near_clip * k; + + // f32 half_tan_fov = tan(fov_radians * 0.5f); + // out_matrix.data[0] = 1.0f / (aspect_ratio * half_tan_fov); + // out_matrix.data[5] = 1.0f / half_tan_fov; + // out_matrix.data[10] = -((far_clip + near_clip) / (far_clip - near_clip)); + // out_matrix.data[11] = -1.0f; + // out_matrix.data[14] = + // -((2.0f * far_clip * near_clip) / (far_clip - near_clip)); + // return out_matrix; + return out_matrix; + // return mat4_transposed(out_matrix); } #else /** @brief Creates a perspective projection matrix */ diff --git a/src/maths/primitives.h b/src/maths/primitives.h index fd798c1..77dbbae 100644 --- a/src/maths/primitives.h +++ b/src/maths/primitives.h @@ -1,55 +1,135 @@ #pragma once #include <assert.h> +#include <stdlib.h> #include "core.h" +#include "maths.h" #include "render_types.h" -static float cube_vertices[] = { - // positions // normals // texture coords - -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 0.0f, - 0.0f, -1.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, - 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, - 0.0f, -1.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, - - -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, - 0.0f, 1.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, - 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, - 0.0f, 1.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, - - -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, -1.0f, - 0.0f, 0.0f, 1.0f, 1.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, -1.0f, - 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - - 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, - 0.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 1.0f, - 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - - -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 0.0f, - -1.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, - 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, - -1.0f, 0.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, - - -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, - 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, - 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, - 1.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f -}; +static const vec3 BACK_BOT_LEFT = (vec3){ 0, 0, 0 }; +static const vec3 BACK_BOT_RIGHT = (vec3){ 1, 0, 0 }; +static const vec3 BACK_TOP_LEFT = (vec3){ 0, 1, 0 }; +static const vec3 BACK_TOP_RIGHT = (vec3){ 1, 1, 0 }; +static const vec3 FRONT_BOT_LEFT = (vec3){ 0, 0, 1 }; +static const vec3 FRONT_BOT_RIGHT = (vec3){ 1, 0, 1 }; +static const vec3 FRONT_TOP_LEFT = (vec3){ 0, 1, 1 }; +static const vec3 FRONT_TOP_RIGHT = (vec3){ 1, 1, 1 }; static mesh prim_cube_mesh_create() { mesh cube = { 0 }; cube.vertices = vertex_darray_new(36); - for (int i = 0; i < 36; i++) { - vertex vert = { .position = vec3_create(cube_vertices[(i * 8) + 0], cube_vertices[(i * 8) + 1], - cube_vertices[(i * 8) + 2]), - .normal = vec3_create(cube_vertices[(i * 8) + 3], cube_vertices[(i * 8) + 4], - cube_vertices[(i * 8) + 5]), - .uv = (vec2){ .x = cube_vertices[(i * 8) + 6], - .y = cube_vertices[(i * 8) + 7] } }; - vertex_darray_push(cube.vertices, vert); + // back faces + vertex_darray_push( + cube.vertices, + (vertex){ .position = BACK_BOT_LEFT, .normal = VEC3_NEG_Z, .uv = (vec2){ 0 } }); + vertex_darray_push( + cube.vertices, + (vertex){ .position = BACK_TOP_LEFT, .normal = VEC3_NEG_Z, .uv = (vec2){ 0 } }); + vertex_darray_push( + cube.vertices, + (vertex){ .position = BACK_TOP_LEFT, .normal = VEC3_NEG_Z, .uv = (vec2){ 0 } }); + vertex_darray_push( + cube.vertices, + (vertex){ .position = BACK_TOP_RIGHT, .normal = VEC3_NEG_Z, .uv = (vec2){ 0 } }); + vertex_darray_push( + cube.vertices, + (vertex){ .position = BACK_BOT_RIGHT, .normal = VEC3_NEG_Z, .uv = (vec2){ 0 } }); + vertex_darray_push( + cube.vertices, + (vertex){ .position = BACK_BOT_LEFT, .normal = VEC3_NEG_Z, .uv = (vec2){ 0 } }); + + // front faces + vertex_darray_push(cube.vertices, + (vertex){ .position = FRONT_BOT_LEFT, .normal = VEC3_Z, .uv = (vec2){ 0 } }); + vertex_darray_push(cube.vertices, + (vertex){ .position = FRONT_TOP_RIGHT, .normal = VEC3_Z, .uv = (vec2){ 0 } }); + vertex_darray_push(cube.vertices, + (vertex){ .position = FRONT_TOP_LEFT, .normal = VEC3_Z, .uv = (vec2){ 0 } }); + vertex_darray_push(cube.vertices, + (vertex){ .position = FRONT_BOT_LEFT, .normal = VEC3_Z, .uv = (vec2){ 0 } }); + vertex_darray_push(cube.vertices, + (vertex){ .position = FRONT_BOT_RIGHT, .normal = VEC3_Z, .uv = (vec2){ 0 } }); + vertex_darray_push(cube.vertices, + (vertex){ .position = FRONT_TOP_RIGHT, .normal = VEC3_Z, .uv = (vec2){ 0 } }); + + // top faces + vertex_darray_push(cube.vertices, + (vertex){ .position = BACK_TOP_LEFT, .normal = VEC3_Y, .uv = (vec2){ 0 } }); + vertex_darray_push(cube.vertices, + (vertex){ .position = FRONT_TOP_LEFT, .normal = VEC3_Y, .uv = (vec2){ 0 } }); + vertex_darray_push(cube.vertices, + (vertex){ .position = FRONT_TOP_RIGHT, .normal = VEC3_Y, .uv = (vec2){ 0 } }); + vertex_darray_push(cube.vertices, + (vertex){ .position = BACK_TOP_LEFT, .normal = VEC3_Y, .uv = (vec2){ 0 } }); + vertex_darray_push(cube.vertices, + (vertex){ .position = FRONT_TOP_RIGHT, .normal = VEC3_Y, .uv = (vec2){ 0 } }); + vertex_darray_push(cube.vertices, + (vertex){ .position = BACK_TOP_RIGHT, .normal = VEC3_Y, .uv = (vec2){ 0 } }); + + // bottom faces + vertex_darray_push( + cube.vertices, + (vertex){ .position = BACK_BOT_LEFT, .normal = VEC3_NEG_Y, .uv = (vec2){ 0 } }); + vertex_darray_push( + cube.vertices, + (vertex){ .position = FRONT_BOT_RIGHT, .normal = VEC3_NEG_Y, .uv = (vec2){ 0 } }); + vertex_darray_push( + cube.vertices, + (vertex){ .position = FRONT_BOT_LEFT, .normal = VEC3_NEG_Y, .uv = (vec2){ 0 } }); + vertex_darray_push( + cube.vertices, + (vertex){ .position = BACK_BOT_LEFT, .normal = VEC3_NEG_Y, .uv = (vec2){ 0 } }); + vertex_darray_push( + cube.vertices, + (vertex){ .position = BACK_BOT_RIGHT, .normal = VEC3_NEG_Y, .uv = (vec2){ 0 } }); + vertex_darray_push( + cube.vertices, + (vertex){ .position = FRONT_BOT_RIGHT, .normal = VEC3_NEG_Y, .uv = (vec2){ 0 } }); + + // right faces + vertex_darray_push(cube.vertices, + (vertex){ .position = FRONT_TOP_RIGHT, .normal = VEC3_X, .uv = (vec2){ 0 } }); + vertex_darray_push(cube.vertices, + (vertex){ .position = BACK_BOT_RIGHT, .normal = VEC3_X, .uv = (vec2){ 0 } }); + vertex_darray_push(cube.vertices, + (vertex){ .position = BACK_TOP_RIGHT, .normal = VEC3_X, .uv = (vec2){ 0 } }); + vertex_darray_push(cube.vertices, + (vertex){ .position = BACK_BOT_RIGHT, .normal = VEC3_X, .uv = (vec2){ 0 } }); + vertex_darray_push(cube.vertices, + (vertex){ .position = FRONT_TOP_RIGHT, .normal = VEC3_X, .uv = (vec2){ 0 } }); + vertex_darray_push(cube.vertices, + (vertex){ .position = FRONT_BOT_RIGHT, .normal = VEC3_X, .uv = (vec2){ 0 } }); + + // left faces + vertex_darray_push( + cube.vertices, + (vertex){ .position = FRONT_TOP_LEFT, .normal = VEC3_NEG_X, .uv = (vec2){ 0 } }); + vertex_darray_push( + cube.vertices, + (vertex){ .position = BACK_TOP_LEFT, .normal = VEC3_NEG_X, .uv = (vec2){ 0 } }); + vertex_darray_push( + cube.vertices, + (vertex){ .position = BACK_BOT_LEFT, .normal = VEC3_NEG_X, .uv = (vec2){ 0 } }); + vertex_darray_push( + cube.vertices, + (vertex){ .position = BACK_BOT_LEFT, .normal = VEC3_NEG_X, .uv = (vec2){ 0 } }); + vertex_darray_push( + cube.vertices, + (vertex){ .position = FRONT_BOT_LEFT, .normal = VEC3_NEG_X, .uv = (vec2){ 0 } }); + vertex_darray_push( + cube.vertices, + (vertex){ .position = FRONT_TOP_LEFT, .normal = VEC3_NEG_X, .uv = (vec2){ 0 } }); + + cube.indices_len = cube.vertices->len; + cube.indices = malloc(sizeof(u32) * cube.indices_len); + + for (u32 i = 0; i < cube.indices_len; i++) { + cube.indices[i] = i; } + + cube.has_indices = true; + return cube; } |